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Subclass Warlock Archfey Patron
The Archfey Patron is a Warlock subclass defined by mobility and repositioning. Steps of the Fey at Level 3 is a Misty Step-based system with four variants — teleport and taunt, teleport and terrify, teleport and refresh allies, or teleport and vanish. At Level 6, Misty Escape gives you a reaction teleport plus 2 turns of Invisibility when you take damage, spending a Steps of the Fey charge. At Level 10, Beguiling Defenses grants Charm immunity and a Reaction that reduces the damage of a hit against you.
| LEVEL | FEATURE |
|---|---|
| 3 | Archfey Spells, Steps of the Fey |
| 6 | Misty Escape |
| 10 | Beguiling Defenses |
Your Patron grants an always-prepared spell list that doesn't count against your Pact Magic limit:
| WARLOCK LEVEL | SPELLS ADDED |
|---|---|
| 3 | Faerie Fire, Sleep, Calm Emotions, Misty Step, Phantasmal Force |
| 5 | Blink, Plant Growth |
| 7 | Dominate Beast, Greater Invisibility |
| 9 | Dominate Person |
Your defining Level 3 feature. You gain Steps of the Fey charges, powering a choice of four teleportation variants as a Bonus Action. Each variant teleports you to a target location and applies an additional effect.
Steps of the Fey charges scale with Charisma:
| CHARISMA SCORE | CHARGES PER REST |
|---|---|
| 13 or lower | 1 |
| 14–15 | 2 |
| 16–17 | 3 |
| 18–19 | 4 |
| 20–21 | 5 |
| 22–23 | 6 |
| 24+ | 7 |
- Teleport to target location
- Launch a taunting burst from origin point — enemies at the origin who fail a Wisdom save gain Goading Attack for 2 turns
- Works across elevation differences
Taunting Step is a hit-and-run control tool. Teleport away from a melee threat, apply Goading Attack from your origin point to lock them onto you, then deal with them on your terms.
- Teleport to target location
- Launch a dreadful burst from origin — enemies who fail the Wisdom save take 2d10 Psychic damage in addition to Goading Attack
Dreadful Step is the damage variant of Taunting Step. Same teleport, same Wisdom save — but failure now costs 2d10 Psychic as well as the Goading condition. Use this when the taunt isn't enough by itself.
- Teleport to target location
- Apply Refreshing Step to yourself and all allies within 3 meters of your destination
- Duration: Indefinite (until removed)
Refreshing Step is a support-oriented teleport. Position yourself near your party and apply a beneficial status to everyone in range as part of the movement. No action cost beyond the Bonus Action and one Steps of the Fey charge.
- Teleport to target location
- You become Invisible for 2 turns
- No AoE effect — self only
Disappearing Step is your escape hatch. Teleport to safety and vanish for 2 turns. Enemies lose track of you immediately. Use it when you need to reset a bad position or buy time for a critical spell.
A Reaction that triggers when you take damage.
- Trigger: You take damage from any source
- Cost: your Reaction and one Steps of the Fey charge — the same pool as your Level 3 teleports
- Effect: Immediately teleport up to 60 feet to an unoccupied space you can see, and gain the Invisible condition for 2 turns
Misty Escape turns incoming damage into a repositioning opportunity. The moment you're hit, you can be somewhere else — before the rest of the attack sequence resolves — and briefly invisible on top of that. Since it spends a Steps of the Fey charge, using it aggressively competes with your Bonus Action teleports for the same limited pool.
- Passive: You are immune to the Charmed condition
- Active: a Reaction that reduces the damage of an attack that hits you. It is free once per Long Rest, and after that costs a Pact Magic slot.
Beguiling Defenses gives you complete immunity to the condition your patron is most associated with, and its Reaction half softens one incoming hit — free once per rest, then at the price of a Pact Magic slot.
The Archfey Patron is a mobile controller that fights through positioning, charm immunity, and the constant threat of disappearing.
Your combat identity:
- Steps of the Fey — every Bonus Action is a teleport with a combat effect; choose your variant based on the fight
- Taunting/Dreadful Step — when you need to lock an enemy down or deal psychic damage from your origin point
- Refreshing Step — when your party is clustered, teleport into them and buff everyone
- Disappearing Step — when you need to vanish, this is your instant exit
- Misty Escape — when you take a hit, teleport away before the next one
- Beguiling Defenses — immune to Charm; once per rest free (or via spell slot), reduce incoming attack damage as a Reaction
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